正在从子类加载纹理
本文关键字:类加载 纹理 | 更新日期: 2023-09-27 18:29:38
我正在制作一款Windows Phone游戏,我是XNA的初学者。我的问题是我的主文件中的Content.RootDirectory = "Content";
。当我开始调试时,它告诉我,当我放入另一个时,在我的子类文件中找不到内容中的徽标
Content_logo.RootDirectory="内容";
Logo_Texture2d = Content_logo.Load<Texture2D>("Logo");
如果我尝试创建另一个根目录,则会显示一个错误,说明在将内容加载到ContentManager后无法更改此属性。我的问题是如何从子类的内容目录加载纹理。
public class MainFile : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
ScreenStates screentState;
Rectangle TouchS_Y_X;
Logo logo;
Menu0 menu;
Choose_Pets choose_pets;
ScreenStates.CurrentGameState GameState;
public MainFile()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
this.screentState = new ScreenStates();
///choose_pets = new Choose_Pets();
choose_pets = new Choose_Pets();
logo = new Logo();
menu = new Menu0();
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
GameState = ScreenStates.CurrentGameState.Logo;
base.Initialize();
}
protected override void LoadContent()
{
TouchS_Y_X = new Rectangle(0, 0, 1, 1);
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
this.menu.Load_Menu(GraphicsDevice, Content);
choose_pets.Load_ChoosePet(Content, GraphicsDevice);
// TODO: use this.Content to load your game content here
base.LoadContent();
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
//this.logo.Unload_logo(Content);
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
#region Games States
switch (GameState)
{
case ScreenStates.CurrentGameState.Logo:
logo.Update_logo(gameTime);
this.logo.Load(this.Content, this.GraphicsDevice);
if (logo.FadeOut_logo == true)
GameState = ScreenStates.CurrentGameState.Menu;
break;
case ScreenStates.CurrentGameState.Menu:
menu.Update_Menu(gameTime);
break;
case ScreenStates.CurrentGameState.CharactersChooser:
//choose_pets.Update_petchoose(gameTime);
break;
}
#endregion
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
#region GameStateDraw
spriteBatch.Begin();
switch(GameState)
{
case ScreenStates.CurrentGameState.Logo:
logo.Draw(spriteBatch);
break;
//Menu Draw State
case ScreenStates.CurrentGameState.Menu:
menu.Draw_Menu(spriteBatch);
break;
case ScreenStates.CurrentGameState.CharactersChooser:
// choose_pets.Draw_petChoose(spriteBatch);
break;
}
spriteBatch.End();
#endregion
base.Draw(gameTime);
}
}
}
这是我的子类Logo,这是我在屏幕上显示的第一个枚举器。。
class Logo
{
Texture2D Logo_Texture2d;
Rectangle Logo_Rec;
Color Logo_color;
public bool FadeOut_logo = false;
public double _Timer_logo;
SpriteFont Norm_fonts;
public void Load(ContentManager Content_logo, GraphicsDevice graphics_logo)
{
Logo_Texture2d = Content_logo.Load<Texture2D>("Logo");
Logo_Rec = new Rectangle(0, 0, graphics_logo.Viewport.Width, graphics_logo.Viewport.Height);
Norm_fonts = Content_logo.Load<SpriteFont>("Fonts''Normal_Font");
}
//public void Unload_logo(ContentManager Content_logo)
// {
// if (FadeOut_logo == true)
// Content_logo.Unload();
//}
public void Update_logo(GameTime gametime_logo)
{
_Timer_logo += gametime_logo.ElapsedGameTime.TotalSeconds;
if (gametime_logo.ElapsedGameTime.TotalSeconds >= 10)
Logo_color.A--; Logo_color.B--; Logo_color.G--; Logo_color.R--;
if (Logo_color.B == 0)
FadeOut_logo = true;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Logo_Texture2d, Logo_Rec, Logo_color);
spriteBatch.DrawString(Norm_fonts, "CurrentState: Logo" + " Timer: " + ((int)_Timer_logo).ToString(), new Vector2(0, 0), Color.White);
}
}
}
调试停止了,因为它找不到徽标,而我的图像格式是.png,所以不是格式。
XNA编译时,会将所有资产(纹理、声音、音乐、字体等)导入并处理到.xnb文件中。纹理的标准文件类型是.png.
如果找不到纹理,则可能意味着没有导入该纹理。通过在解决方案资源管理器中右键单击ProjectNameContent(content)->Add->Existing Item来添加内容。
完成此操作后,请确保纹理的"内容导入器"answers"内容处理器"属性都设置为"纹理-XNA框架"。
顺便说一句,在每一步中,您都会从MainFile.Update()中调用Logo.Load()——改变这一点可能是个好主意。
创建另一个内容管理器不是解决这个问题的方法。
解决此问题的一种方法是传递对Content
的引用作为方法的参数。例如:
class Foo
{
public void LoadContent(ContentManager content)
{
Logo_Texture2d = content.Load<Texture2D>("Logo");
}
}
public class Game1 : Game
{
//...
protected override void LoadContent()
{
Foo.LoadContent(Content);
}
}
编辑:还有,你是通过VS加载内容吗?右键单击[项目名称]内容(内容)->添加->现有项目?只是检查。。。
如果您需要在子类中使用Content
,您可以将Content
传递给该类,或者可以将该类设置为从GameComponent
继承,这样您就可以简单地使用Game.Content
访问内容管理器
您不需要声明其他内容。